Aa builder fatality

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28 Ноя 2020
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можете джитеры пофиксить, а то все кроме джитеров работает)
Заранее спасибо





--------TEST
local move_key1 = 87; --W
local move_key2 = 65; --A
local move_key3 = 83; --S
local move_key4 = 68; --D
local duck_key = 20; --CAPSLOCK 20. CTRL - 17
local jump_key = 32; --Spacebar/Leertaste

-------------------Standard Variables-------------------
local engine_client = csgo.interface_handler:get_engine_client()
local globals = csgo.interface_handler:get_global_vars()
local entity_list = csgo.interface_handler:get_entity_list( )
local cvar = csgo.interface_handler:get_cvar()
local events = csgo.interface_handler:get_events()
local callbacks = fatality.callbacks
local menu = fatality.menu
local render = fatality.render
local input = fatality.input
local config = fatality.config
local ssize = render:screen_size()
local font = render:create_font('ArialWatermark', 13, 50, false, false, true)
-------------------End of Variables-------------------
local conscfg = config:add_item( "conscfg_2", 0)
local cfgcfg = config:add_item( "cfgcfg_2", 0)
local Pitchcfg = config:add_item( "pitchcfg_2", 0)
local Yawcfg = config:add_item( "yawcfg_2", 0)
local Yaddcfg = config:add_item( "yawaddcfg_2", 0)
local YAmountcfg = config:add_item( "yamountcfg_2", 0)
local FFreestandcfg = config:add_item( "ffreestandcfg_2", 0)
local FOVcfg = config:add_item( "FOVcfg_2", 0)
local jittercheckcfg = config:add_item( "jittercheckcfg_2", 0)
local jittercfg = config:add_item( "jittercfg_2", 0)
local Faketypecfg = config:add_item( "Faketypecfg_2", 0)
local FAmountcfg = config:add_item( "Famountcfg_2", 0)
local AAmountcfg = config:add_item( "Aamountcfg_2", 0)
local Flip_fake = config:add_item( "Flip_w_fakecfg", 0)
local Leantypecfg = config:add_item( "Leantypecfg_2", 0)
local LAmountcfg = config:add_item( "LAmountcfg_2", 0)
local Flip_lean = config:add_item( "Flip_w_jittercfg", 0)

menu:add_button('Fixed', "MISC", "", "buy bot")
menu:add_button('AA Conditions', "MISC", "", "buy bot")
local conscombo = menu:add_combo( "Conditions", "MISC", "", "buy bot", conscfg)
conscombo:add_item( "Standing", conscfg);
conscombo:add_item( "Moving", conscfg);
conscombo:add_item( "Slowwalking", conscfg);
conscombo:add_item( "In Air", conscfg);
conscombo:add_item( "Crouching", conscfg)
menu:add_button("Yaw construction", "MISC", "", "buy bot")
local Pitchcombo = menu:add_combo( "Pitch", "MISC", "", "buy bot", Pitchcfg)
Pitchcombo:add_item( "None", Pitchcfg);
Pitchcombo:add_item( "Down", Pitchcfg);
Pitchcombo:add_item( "Up", Pitchcfg);
Pitchcombo:add_item( "Zero", Pitchcfg);
local Yawcombo = menu:add_combo( "Yaw", "MISC", "", "buy bot", Yawcfg)
Yawcombo:add_item( "None", Yawcfg);
Yawcombo:add_item( "Backwards", Yawcfg);
Yawcombo:add_item( "Zero", Yawcfg);
Yawcombo:add_item( "Random", Yawcfg);
local Yaddcheckbox = menu:add_checkbox( "Yaw add", "MISC", "", "buy bot", Yaddcfg)
local YAmountslider = menu:add_slider( "Add", "MISC", "", "buy bot", YAmountcfg, -180, 180, 1 )
local FOVcheckbox = menu:add_checkbox( "At fov target", "MISC", "", "buy bot", FOVcfg)
local menuJittercheckbox = menu:add_checkbox( "Jitter", "MISC", "", "buy bot", jittercheckcfg)
local rangeslider = menu:add_slider( "Range", "MISC", "", "buy bot", jittercfg, -180, 180, 1 )
menu:add_button("Desync construction", "MISC", "", "buy bot")
local Faketypecombo = menu:add_checkbox( "Fake", "MISC", "", "buy bot", Faketypecfg)
local FAmountslider = menu:add_slider( "Fake amount", "MISC", "", "buy bot", FAmountcfg, -100, 100, 1 )
local AAmountslider = menu:add_slider( "Compensate Angle", "MISC", "", "buy bot", AAmountcfg, 0, 100, 1 )
local FFreestandcombo = menu:add_combo( "Fake", "MISC", "", "buy bot", FFreestandcfg)
FFreestandcombo:add_item( "None", FFreestandcfg);
FFreestandcombo:add_item( "Normal", FFreestandcfg);
FFreestandcombo:add_item( "Opposite", FFreestandcfg);
local flip_fake_check = menu:add_checkbox( "Flip fake with jitter", "MISC", "", "buy bot", Flip_fake)
local Leantypecombo = menu:add_combo( "Lean Type", "MISC", "", "buy bot", Leantypecfg)
Leantypecombo:add_item( "None", Leantypecfg);
Leantypecombo:add_item( "Static", Leantypecfg);
Leantypecombo:add_item( "Extend Fake", Leantypecfg);
Leantypecombo:add_item( "Invert Fake", Leantypecfg);
Leantypecombo:add_item( "Freestand", Leantypecfg);
Leantypecombo:add_item( "Freestand Opposite", Leantypecfg);
Leantypecombo:add_item( "Jitter", Leantypecfg);
local LAmountslider = menu:add_slider( "Lean amount", "MISC", "", "buy bot", LAmountcfg, -100, 100, 1 )
local flip_lean_check = menu:add_checkbox( "Flip lean with jitter", "MISC", "", "buy bot", Flip_lean)
--Start Custom Variables
local startcon = conscfg:get_int()
local curcon = conscfg:get_int()
local curcon1 = ""
local jvalue = 0;
--End Custom Variables
local calls = {
Pitch = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Pitch"),
Yaw = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Yaw"),
Yadd = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Yaw add"),
YAmount = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Add"),
Freestand = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Freestand"),
FOV = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "At fov target"),
menuJitter = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Jitter"),
range = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Range"),
Faketype = menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Fake"),
FAmount = menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Fake amount"),
FFreestand= menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Freestand fake"),
fake_flip = menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Flip fake with jitter"),
Leantype = menu:get_reference("RAGE", "ANTI-AIM", "Desync", "roll lean"),
LAmount = menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Lean amount"),
lean_flip = menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Flip lean with jitter"),
EnsureLean= menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Ensure lean"),
}
local stand = {
Pitch = 0,
Yaw = 0,
Yadd = false,
YAmount = 0,
FOV = false,
menuJitter = false;
range = 0;
Faketype = 0,
FAmount = 0,
FFreestand= 0,
fake_flip = false,
Leantype = 0,
LAmount = 0,
lean_flip = false,
}
local move = {
Pitch = 0,
Yaw = 0,
Yadd = false,
YAmount = 0,
FOV = false,
menuJitter = false;
range = 0;
Faketype = 0,
FAmount = 0,
FFreestand= 0,
fake_flip = false,
Leantype = 0,
LAmount = 0,
lean_flip = false,
}
local slowwalk = {
Pitch = 0,
Yaw = 0,
Yadd = false,
YAmount = 0,
FOV = false,
menuJitter = false;
range = 0;
Faketype = 0,
FAmount = 0,
FFreestand= 0,
fake_flip = false,
Leantype = 0,
LAmount = 0,
lean_flip = false,
}
local air = {
Pitch = 0,
Yaw = 0,
Yadd = false,
YAmount = 0,
FOV = false,
menuJitter = false;
range = 0;
Faketype = 0,
FAmount = 0,
FFreestand= 0,
fake_flip = false,
Leantype = 0,
LAmount = 0,
lean_flip = false,
}
local crouch = {
Pitch = 0,
Yaw = 0,
Yadd = false,
YAmount = 0,
FOV = false,
menuJitter = false;
range = 0;
Faketype = 0,
FAmount = 0,
FFreestand= 0,
fake_flip = false,
Leantype = 0,
LAmount = 0,
lean_flip = false,
}
function tab_aa(state)
state.Pitch = Pitchcfg:get_int()
state.Yaw = Yawcfg:get_int()
state.Yadd = Yaddcfg:get_bool()
state.YAmount = YAmountcfg:get_int()
state.FOV = FOVcfg:get_bool()
state.menuJitter = jittercheckcfg:get_bool()
state.range = jittercfg:get_int()
state.Faketype = Faketypecfg:get_int()
state.FAmount = FAmountcfg:get_int()
state.FFreestand= FFreestandcfg:get_int()
state.fake_flip = Flip_fake:get_bool()
state.Leantype = Leantypecfg:get_int()
state.LAmount = LAmountcfg:get_int()
state.lean_flip = Flip_lean:get_bool()
end
function menu_update_values(state)
Pitchcfg:set_int(state.Pitch)
Yawcfg:set_int(state.Yaw)
Yaddcfg:set_bool(state.Yadd)
YAmountcfg:set_int(state.YAmount)
FOVcfg:set_bool(state.FOV)
jittercheckcfg:set_bool(state.menuJitter)
rangecfg:set_int(state.range)
Faketypecfg:set_int(state.Faketype)
FAmountcfg:set_int(state.FAmount)
FFreestandcfg:set_int(state.FFreestand)
Flip_fake:set_bool(state.fake_flip)
Leantypecfg:set_int(state.Leantype )
LAmountcfg:set_int(state.LAmount)
Flip_lean:set_bool(state.lean_flip)
end
---function Jitter(state)
--- Yaddcfg:set_bool(true)
--- local value1 = state.jitteramount
-- local value2 = (state.jitteramount*-1)
-- local tick = globals.tickcount % 2
-- if tick >= 1 then
-- jvalue = value1
-- else
-- jvalue = value2
-- end
--end
function menu_values(state)
calls.Pitch:set_int(state.Pitch)
calls.Yaw:set_int(state.Yaw)
calls.Yadd:set_bool(state.Yadd)
calls.YAmount:set_int(state.YAmount)
calls.FOV:set_bool(state.FOV)
calls.range:set_bool(state.range)
-- if jittercheckcfg:get_bool() == true then
-- Jitter(state)
-- calls.menuJitter:set_int((jvalue + state.YAmount))
-- end
calls.Faketype:set_int(state.Faketype)
calls.FAmount:set_int(state.FAmount)
calls.FFreestand:set_int(state.FFreestand)
calls.fake_flip:set_bool(state.fake_flip)
calls.Leantype:set_int(state.Leantype )
calls.LAmount:set_int(state.LAmount)
calls.lean_flip:set_bool(state.lean_flip)
calls.menuJitter:set_bool(false)
end
function update_menu()
curcon = conscfg:get_int()
if startcon ~= curcon then
startcon = curcon
if startcon == 3 then menu_update_values(air);
elseif startcon == 4 then menu_update_values(crouch);
elseif startcon == 2 then menu_update_values(slowwalk);
elseif startcon == 1 then menu_update_values(move);
elseif startcon == 0 then menu_update_values(stand); end
end
end
function condition()
--local localplayer = entity_list:get_localplayer(); --Ignore that, if the API recode is released Im going to do alot of stuff with netvars!
-- local veli = localplayer:get_var_vector("CBasePlayer->m_vecVelocity[0]")
--local vel = math.ceil(math.sqrt(math.abs(veli.x)*math.abs(veli.x)+math.abs(veli.y)*math.abs(veli.y)))
---duck = localplayer:get_var_bool("CBasePlayer->m_bDucked")
---local air = localplayer:get_var_bool("CBasePlayer->m_hGroundEntity")
local slowwalk = menu:get_reference("MISC", "", "Movement", "Slide")
if input:is_key_down(jump_key) then
curcon1 = "air"
elseif input:is_key_down(duck_key) then
curcon1 = "crouch"
elseif slowwalk:get_bool() and (input:is_key_down(move_key1) or input:is_key_down(move_key2) or input:is_key_down(move_key3) or input:is_key_down(move_key4)) then
curcon1 = "slowwalk"
elseif input:is_key_down(move_key1) or input:is_key_down(move_key2) or input:is_key_down(move_key3) or input:is_key_down(move_key4) then
curcon1 = "move"
else
curcon1 = "stand"
end
end
function add_fata_aa()
if curcon1 == "stand" then
menu_values(stand)
elseif curcon1 == "move" then
menu_values(move)
elseif curcon1 == "slowwalk" then
menu_values(slowwalk)
elseif curcon1 == "crouch" then
menu_values(crouch)
elseif curcon1 == "air" then
menu_values(air)
end
end
function on_paint()
condition()
update_menu()
add_fata_aa()
if startcon == 3 then tab_aa(air)
elseif startcon == 4 then tab_aa(crouch)
elseif startcon == 2 then tab_aa(slowwalk)
elseif startcon == 1 then tab_aa(move)
elseif startcon == 0 then tab_aa(stand)
end
end
callbacks:add('paint', on_paint)
 
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